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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old January 30th, 2008, 02:57 PM
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Saulot Saulot is offline
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Default Re: Spell-modding limits, and a workaround of sort

Thanks Endoperez... This will undoubtably come in handy.

Shame about hearing about the spell limit. Towards the purpose of multiple nation mods, it seems like every time a limit is removed and the way forward is clear, we run right into another one.
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Old January 30th, 2008, 05:23 PM
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Default Re: Spell-modding limits, and a workaround of sort

Well, we keep adding new mods.

Personally, I'm working on megamods that appear as a single .dm file, with all of the spells in-order; it *attempts* to resolve all spell numbering issues when it combines the mods, by assuming that each mod runs "clean" without any other mods enabled at the same time, but success is limited.

The fact that 1000-1023 can be used but can't be described means that those values should be used, if possible, for #onebattlespell and #nextspell entries.

We should add a request for spell #s through 1500 to be made available for modding. That should cover even a huge expansion, I believe.
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